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    <title>News</title>
    <link>http://www.khronos.org</link>
    <description>News </description>
    <dc:language>en-us</dc:language>
    <dc:creator>jeff@khronosgroup.org</dc:creator>
    <dc:rights>Copyright 2026</dc:rights>
    <dc:date>2026-04-07T16:21:00+00:00</dc:date>
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    <item>
      <title>Khronos Adds Middleware Insights to the OpenXR Extension Matrix</title>
      <link>https://www.khronos.org/blog/khronos&#45;adds&#45;middleware&#45;insights&#45;to&#45;the&#45;openxr&#45;extension&#45;matrix</link>
      <description>The Khronos OpenXR working group has expanded its Extension Matrix to include self&#45;reported data from middleware providers. The OpenXR Extension Matrix now includes middleware support data from Godot, LÖVR, StereoKit, Unity, and Unreal Engine — so developers can see exactly what&apos;s available across the full XR stack.</description>
      <dc:subject>API, OpenXR,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos OpenXR working group has expanded its Extension Matrix to include self-reported data from middleware providers. The OpenXR Extension Matrix now includes middleware support data from Godot, LÖVR, StereoKit, Unity, and Unreal Engine — so developers can see exactly what's available across the full XR stack.</p>]]></content:encoded>
      <dc:date>2026-04-07T16:21:00+00:00</dc:date>
    </item>

    <item>
      <title>From Specification to Practice: Unlocking glTF’s Full Potential</title>
      <link>https://www.khronos.org/blog/from&#45;specification&#45;to&#45;practice&#45;unlocking&#45;gltfs&#45;full&#45;potential</link>
      <description>The Khronos 3D Formats Working Group, which manages both the glTF and KTX standards, has launched an Education, Insights, and Outreach (EIO) Subgroup dedicated to equipping creators and developers with the guidance, resources, and real&#45;world information they need to unlock glTF&apos;s full potential.</description>
      <dc:subject>API, glTF,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos 3D Formats Working Group, which manages both the glTF and KTX standards, has launched an Education, Insights, and Outreach (EIO) Subgroup dedicated to equipping creators and developers with the guidance, resources, and real-world information they need to unlock glTF's full potential.</p>]]></content:encoded>
      <dc:date>2026-04-06T15:49:00+00:00</dc:date>
    </item>

    <item>
      <title>2026 LunarG Vulkan Ecosystem Survey Results Released</title>
      <link>https://www.lunarg.com/2026&#45;lunarg&#45;ecosystem&#45;survey&#45;results&#45;released/</link>
      <description>LunarG has shared the results of their 2026 LunarG Vulkan Ecosystem Survey— the annual check&#45;in with the Vulkan developer community. With 360 respondents (a nearly 30% increase from 279 in 2025), the survey captured valuable insights from both commercial developers (49%) and those self&#45;studying or working in academic settings (51%).The feedback comes from an experienced group: 71% of respondents identified as regular, advanced, or expert Vulkan developers (similar to the 72% in 2025), with commercial users skewing even more toward advanced/expert levels. This experienced perspective helps guide priorities for the Vulkan SDK, validation layers, tools, and broader ecosystem improvements.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>LunarG has shared the results of their 2026 LunarG Vulkan Ecosystem Survey— the annual check-in with the Vulkan developer community. With 360 respondents (a nearly 30% increase from 279 in 2025), the survey captured valuable insights from both commercial developers (49%) and those self-studying or working in academic settings (51%).<br><br>The feedback comes from an experienced group: 71% of respondents identified as regular, advanced, or expert Vulkan developers (similar to the 72% in 2025), with commercial users skewing even more toward advanced/expert levels. This experienced perspective helps guide priorities for the Vulkan SDK, validation layers, tools, and broader ecosystem improvements.</p>]]></content:encoded>
      <dc:date>2026-03-27T17:27:00+00:00</dc:date>
    </item>

    <item>
      <title>Frame Advisor 2026.1: A Major Upgrade to Vulkan Capture</title>
      <link>https://developer.arm.com/community/arm&#45;community&#45;blogs/b/mobile&#45;graphics&#45;and&#45;gaming&#45;blog/posts/frame&#45;advisor&#45;a&#45;major&#45;upgrade&#45;to&#45;vulkan&#45;capture</link>
      <description>Arm&apos;s Frame Advisor is a frame analysis tool within Arm Performance Studio, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. It helps graphics developers capture and analyze Vulkan frames. It also helps them visualize GPU workload structure and identify performance bottlenecks with clarity and precision.&amp;nbsp;Frame Advisor 2026.1 delivers a major upgrade to Vulkan capture. It introduces a new capture pipeline built on GFXReconstruct. This architectural shift modernizes how Frame Advisor collects frame data. It significantly improves capture reliability, correctness, and long&#45;term scalability for complex Vulkan workloads. This new foundation improves the current capture experience.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>Arm's Frame Advisor is a frame analysis tool within Arm Performance Studio, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. It helps graphics developers capture and analyze Vulkan frames. It also helps them visualize GPU workload structure and identify performance bottlenecks with clarity and precision.&nbsp;Frame Advisor 2026.1 delivers a major upgrade to Vulkan capture. It introduces a new capture pipeline built on GFXReconstruct. This architectural shift modernizes how Frame Advisor collects frame data. It significantly improves capture reliability, correctness, and long-term scalability for complex Vulkan workloads. This new foundation improves the current capture experience. </p>]]></content:encoded>
      <dc:date>2026-03-27T12:55:00+00:00</dc:date>
    </item>

    <item>
      <title>Configuring Vulkan Layers White Paper Updated</title>
      <link>https://www.lunarg.com/updated&#45;configuring&#45;vulkan&#45;layers&#45;white&#45;paper/</link>
      <description>LunarG&apos;s white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer.&amp;nbsp;This comprehensive guide serves as the go&#45;to reference for configuring Vulkan layers.&amp;nbsp;The new update brings greater consistency, easier discovery of layer features, and smoother workflows for developers working with validation, profiles, extensions, and utility layers in the Vulkan ecosystem.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer.&nbsp;<span data-testid="expandable-text-box">This comprehensive guide serves as the go-to reference for configuring Vulkan layers.&nbsp;The new update brings greater consistency, easier discovery of layer features, and smoother workflows for developers working with validation, profiles, extensions, and utility layers in the Vulkan ecosystem.</span></p>]]></content:encoded>
      <dc:date>2026-03-20T13:07:00+00:00</dc:date>
    </item>

    <item>
      <title>Video Encoding and Decoding with Vulkan Compute Shaders in FFmpeg</title>
      <link>https://www.khronos.org/blog/video&#45;encoding&#45;and&#45;decoding&#45;with&#45;vulkan&#45;compute&#45;shaders&#45;in&#45;ffmpeg</link>
      <description>In this contributed blog, we explore how FFmpeg uses Vulkan Compute to seamlessly accelerate encoding and decoding of even professional&#45;grade video on consumer GPUs — unlocking GPU compute parallelism at scale, without specialized hardware. This approach complements Vulkan Video&apos;s fixed&#45;function codec support, extending acceleration to formats and workflows it doesn&apos;t cover.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>In this contributed blog, we explore how FFmpeg uses Vulkan Compute to seamlessly accelerate encoding and decoding of even professional-grade video on consumer GPUs — unlocking GPU compute parallelism at scale, without specialized hardware. This approach complements Vulkan Video's fixed-function codec support, extending acceleration to formats and workflows it doesn't cover.</p>]]></content:encoded>
      <dc:date>2026-03-16T17:10:00+00:00</dc:date>
    </item>

    <item>
      <title>Khronos Upgrades glTF Sample Assets and Render Fidelity Comparison Websites</title>
      <link>https://www.khronos.org/blog/khronos&#45;upgrades&#45;gltf&#45;sample&#45;assets&#45;and&#45;render&#45;fidelity&#45;comparison&#45;websites</link>
      <description>The glTF Working Group at Khronos is excited to announce two significant website upgrades at the center of the glTF developer ecosystem. A new landing page for the glTF Sample Assets GitHub repository provides a polished and powerful new web front&#45;end—making it far easier to browse, search, and share the reference and hero glTF models that Khronos makes freely available to the community. At the same time, the glTF Render Fidelity Comparison website has undergone a modern redesign to deliver clear, side&#45;by&#45;side render fidelity comparisons, providing practical visual baselines and comparisons of how glTF is rendered across diverse engines.</description>
      <dc:subject>API, glTF,</dc:subject>
      <content:encoded><![CDATA[<p>The glTF Working Group at Khronos is excited to announce two significant website upgrades at the center of the glTF developer ecosystem. A new landing page for the glTF Sample Assets GitHub repository provides a polished and powerful new web front-end—making it far easier to browse, search, and share the reference and hero glTF models that Khronos makes freely available to the community. At the same time, the glTF Render Fidelity Comparison website has undergone a modern redesign to deliver clear, side-by-side render fidelity comparisons, providing practical visual baselines and comparisons of how glTF is rendered across diverse engines.</p>]]></content:encoded>
      <dc:date>2026-03-12T12:44:00+00:00</dc:date>
    </item>

    <item>
      <title>New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine</title>
      <link>https://www.khronos.org/blog/new&#45;vulkan&#45;game&#45;engine&#45;tutorial&#45;build&#45;your&#45;own&#45;production&#45;ready&#45;rendering&#45;engine?utm_medium=social&amp;amp;utm_source=newsroom&amp;amp;utm_campaign=game_engine&amp;amp;=</link>
      <description>The Vulkan Working Group has published Building a Simple Game Engine, a new in&#45;depth tutorial for developers ready to move beyond the basics and into professional&#45;grade engine development. The series builds on the Core Vulkan Tutorial, guiding you through architectural principles and design patterns purpose&#45;built for Vulkan&#45;based rendering engines — helping you design clean, modular systems that scale with your project.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>The Vulkan Working Group has published <a href="https://docs.vulkan.org/tutorial/latest/Building_a_Simple_Engine/introduction.html">Building a Simple Game Engine</a>, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. The series builds on the <a href="https://docs.vulkan.org/tutorial/latest/00_Introduction.html">Core Vulkan Tutorial</a>, guiding you through architectural principles and design patterns purpose-built for Vulkan-based rendering engines — helping you design clean, modular systems that scale with your project.</p>]]></content:encoded>
      <dc:date>2026-02-25T13:56:00+00:00</dc:date>
    </item>

    <item>
      <title>Minecraft Switches to Vulkan for Vibrant Visuals</title>
      <link>https://www.minecraft.net/en&#45;us/article/another&#45;step&#45;towards&#45;vibrant&#45;visuals&#45;for&#45;java&#45;edition</link>
      <description>Minecraft: Java Edition is hard at work getting Vibrant Visuals ready. They have been exploring refactoring and looking at ways to modernize their rendering code. Following this work, they are now preparing to make a change to the underlying technology they use to render the game, by switching from OpenGL to Vulkan.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>Minecraft: Java Edition is hard at work getting Vibrant Visuals ready. They have been exploring refactoring and looking at ways to modernize their rendering code. Following this work, they are now preparing to make a change to the underlying technology they use to render the game, by switching from OpenGL to Vulkan.</p>]]></content:encoded>
      <dc:date>2026-02-19T16:12:00+00:00</dc:date>
    </item>

    <item>
      <title>Mesa 26.0 Released with Many Vulkan Driver Improvements</title>
      <link>https://docs.mesa3d.org/relnotes/26.0.0.html</link>
      <description>The Mesa 26.0 open&#45;source graphics stack has been released as a major update that introduces new features and improvements across most of the included graphics drivers. Highlights of Mesa 26.0 include KosmicKrisp, a new Vulkan to Metal layered driver for macOS, significant raytracing performance improvements to the RADV Vulkan driver for AMD GPUs, and other Vulkan improvements.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>The Mesa 26.0 open-source graphics stack has been released as a major update that introduces new features and improvements across most of the included graphics drivers. Highlights of Mesa 26.0 include KosmicKrisp, a new Vulkan to Metal layered driver for macOS, significant raytracing performance improvements to the RADV Vulkan driver for AMD GPUs, and other Vulkan improvements.</p>]]></content:encoded>
      <dc:date>2026-02-12T00:20:00+00:00</dc:date>
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